| CPU: | Main SH2 (28.6 MHz, 25 MIPS) X 2 Sound 68EC000 = (11.3MHz) |
| Video Processor 1: | Geometry Engine:
Sprite Graphics:
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| Video Processor 2: | Background and Scroll Plane Capabilities:
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| Memory: | Work RAM 16 Mbit Video RAM 12 Mbit Sound RAM 4 Mbit CD = Buffer=20 RAM 4 Mbit IPL ROM 4 Mbit Backup RAM 256 Kbit |
| Graphics: | Resolution 320 X 224, 640 X 224, 704 X 480. Colors 32,000 = displayed=20 in foreground 24-bit color palette |
2D Capabilities: This is EXACTLY the reason Radiant Silvergun was possible on the Sega Saturn. It was the ONLY system that could handle all of the 2D effects like sprite scaling, rotation, and the sheer number of all the 2D objects on the screen at any given time. The PSX version was later scrapped as it just didn't have the capabilities to run such a graphic mammoth as this title. Proof that the Saturn really was technically superior in some ways.......or as it says here......."Virtually Unlimited!" |
Virtually Unlimited Sprites on a Line Virtually Unlimited Sprite Images Virtually Unlimited CLUTs Dual 256K Frame Buffers for Rotation, Scaling Effects Five Simultaneous Scrolling Backgrounds Two Simultaneous Rotating Play Fields 24-bit Backgrounds 704x480 maximum resolution Backgrounds |
| 3D Capabilities: |
Texture Mapping Gouraud Shading 512K Texture Cache 200,000 texture-mapped polygons/second 500,000 flat shaded polygons/second |
| Sound: | PCM & FM Sound Sources 32 Channels 16 bit=20 sampling Sampling Rate 44.1 KHz max. 32 Voices FM=20 Synthesis Two CPU Interfaces 16 Channel Digital = Mixer SCSP=20 contains Yamaha FH-1 11.3 MHz, 128 Step DSP DRAM Controller for = SCSP=20 memory |
| CD ROM: | Direct Memory Access to RAM 150 KB/sec audio transfer 330 = KB/sec=20 data transfer 660 MB Max=20 Capacity |
Saturn Technical Data taken from Sega-Saturn.com: